New Weapon/Armor Enchantments

Urza82

First Post
Hey guys, i have been thinking, The DM's Guide is not that expanded on different weapon and armor enchantments. Sure there a good many, but there could be more. List some of your ideas for armor and weapons giving them the proper enchantment modifer afterwords. Here is some of mine, i can think of off the top of my head.

Mage Bitting: +2 Enchantment.... Can only be put on a melee weapon. When damage is dealt to a spellcaster with this enchantment on it, the mage must make a successful will save or lose one of his highest level spells for the day. (Same process of a negative level, with out bestowing a negative level)

Vamperic: +3 Enchantment:.... Can only be put on a melee weapon. When damage is dealt to any living creature with this weapon, that person/creature takes an additional 1d6 points of negative energy damage. The weilder of the weapon an amount of healt rolled by the vamperic damage dice. So if the weilder rolls a 6 for damage, he gains 6 temporary hp. These hp last for 1 hour.

Cauderizing: +1 Enchantment.... Can be put on any weapon except for bows and crossbows, may be applied to arrows (50 at a time). The damage dealt from these weapons prevent the damage from being healed by the super natural ability fast healing. The creature can heal points from other sources of damage, but must heal damage from a Cauderizing weapon through rest or some form of alterior magic, aka a potion of cure light/or a heal spell.

Deadlier Blows: +1 Enchantment.... This enchantment increases the crit modifier of the weapon by 1. So a long sword usually crits x2, with this enchantment, it crits x3.

Vanishing: +5 Enchantment.... If a critical hit is scored with this weapon, the weilder may opt to for go any damage dealt and have the opponent teleported to anywhere on the material plane, ie over the middle of the ocean. The opponent is allowed a will save DC 26 to avoid such a fate. If the save is made, then damage is rolled as normal.

Alertness: +1 Enchantment... This enchantment is designed for each individual class of creatures... a sword of Dragon Alertness, Undead Alertness, Outsider Alertness... etc... If a creature of the chosen type is with in one mile of the weilder he will be notified that there is a creature of that type in the area. He will not know the location, direction etc. He also gains a +1 luck bonus to AC when facing that type of creature.
 

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Urza82 said:
Cauderizing: +1 Enchantment.... Can be put on any weapon except for bows and crossbows, may be applied to arrows (50 at a time). The damage dealt from these weapons prevent the damage from being healed by the super natural ability fast healing. The creature can heal points from other sources of damage, but must heal damage from a Cauderizing weapon through rest or some form of alterior magic, aka a potion of cure light/or a heal spell.

This one needs to have a higher market price modifier.The reason is because fast healing and regeneration are already considered appropriate healing spells in regards to certain effects, such as Wounding weapons, and even a golem's Wound ability, which requires healing magic of 6th level or higher, is countered by fast healing and regeneration. So, if you want fast healing to be unable to heal damage caused by this type of weapon, then you would need to require more powerful healing magic to heal such damage, which in turn would put a fairly hefty demand upon countering this type of weapon.
 

Originally posted by Urza82
Deadlier Blows: +1 Enchantment.... This enchantment increases the crit modifier of the weapon by 1. So a long sword usually crits x2, with this enchantment, it crits x3.

There seems to be an implicit assumption in D&D that critical-hit affecting weapon enhancements will be balanced for the 20/x2, the 19-20/x2, the 18-20/x2, and the 20/x3 and 20/x4 weapons. For example, the elemental burst enhancements do proportionately greater damage on a crit when they're placed on a x3 or x4 weapon.

This enhancement, on the other hand, would be better for a 19-20/x2 or an 18-20/x2 weapon than for a 20/x3 or a 20/x4 weapon (as in, it would raise the average damage of a scimitar more than it would raise the average damage of a pick).

It's also under-priced -- it should be a +2 enchantment equivalent, at least.
 

Hey I appretiate your criticism guys, keep it up, do you have some ideas of your own, and what do you think about the other ones, am i way off base or something,, i think they arent too bad. Thanks
 

Slowing +2 Enchantment....When a weapon with this enchantment on it makes a successful attack with this weapon, the opponent struck may only take a partial action for his next action. After that one action he resorts to normal speed.
 

You should see in the Immortals Handbook Continuation Thread. There is about 60-70 weapon abilities, at least, there. I think some of these were actually mentioned there :)

I think Slowing is actually okay, seems fair enough in regards to market price adjustment, since it only affects the subject 1 round. I would give the target a saving throw, since at high levels the first attack almost always hits anyway.

I agree that Deadlier Blow should be +2, it would greatly increase damage caused by someone with Improved Critical wielding a Keen longsword.
 


Here's, in my opinion, the three best ones I made there...

JESTER
A JESTER weapon is blessed by the gods of humour. Any time a person makes a fumble while wielding a JESTING sword, he is healed of 1d8+5 points of damage as the gods of laughter and joy bless him for lightening up their day. This effect of a JESTING weapon only happens when the wielder is fighting opponents for real. It doesn't occur when undertaking friendly training fights with allies.

Jester counts as a +1 bonus

MAGIC DISSOLVING
Each hit causes an effect equal to that of Dispel Magic. Using the wielders caster level to determine the effect, the target is affected as by a Dispel Magic targeting the highest level spell on the person. It can also be used on people who wish to get rid of a negative-effect spell, even though it be used to dispel anything but the highest level spell affecting the target (the wielder rolling a dice to determine which spell is dispelled, in case of more spells of the same level affecting the person).

Greater Magic Dissolving affects it's target on all hits
Equal to a +4 bonus

Lesser Magic Dissolving only affects it's target on critical hits
Equal to a +2 Bonus

GOD-HATER
A person suffering a critical by the weapon gains spell resistance 35 against divine magic for the next 1d6+1 rounds. Any divine spells already in effect have to penetrate the spell resistance or be dispelled. This means that not even healing spells or potions can be used. If the target is a divine spellcaster, he has to penetrate the spell resistance when casting spells himself, even if the spells aren't cast on himself. GOD-HATING weapons cause 2d6 points of extra damage against any kinds of Outsiders, including demi-gods, deities and avatars.
The wielder of GOD-HATING weapons takes 1d4 points of damage / spell level from any divine spell cast on him, both harmful and beneficial spells. Thus, Cure Light Wounds would heal 1d8+CL hit points, but cause 1d4 points of damage as well.

God-Hater counts as a +3 bonus
 

Learning: +2 Enchantment. The weapon learns, through repetitive success how to most effectivly strike an opponent and guides itself to weak points. This enchantment gives the weapon no bonuses to attack or damage until after a successful hit is scored. After a successful hit is score, the wielder recieves an inherent +1 bonus to his attacks against the subject he is fighting. If he scores another hit, he adds another inherent bonus of +1 that stacks to his previous one. This continues up until +5. The inherent bonuses last for 1 day against that particular creature.
 

Exactly, it should probably double the crit multiplier (using normal D&D multiplication--x2 becomes x3, x3 becomes x5, x4 becomes x7). It would result in truly horrendous smackdowns using the power crit feat though. If you implement it in your game, expect to see a run on armor of fortification.

Mike Sullivan said:
There seems to be an implicit assumption in D&D that critical-hit affecting weapon enhancements will be balanced for the 20/x2, the 19-20/x2, the 18-20/x2, and the 20/x3 and 20/x4 weapons. For example, the elemental burst enhancements do proportionately greater damage on a crit when they're placed on a x3 or x4 weapon.

This enhancement, on the other hand, would be better for a 19-20/x2 or an 18-20/x2 weapon than for a 20/x3 or a 20/x4 weapon (as in, it would raise the average damage of a scimitar more than it would raise the average damage of a pick).

It's also under-priced -- it should be a +2 enchantment equivalent, at least.
 

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